~/talk

Graphics performance in The Supernauts

Talkat Unite Nordic 2013 · 2013-05-21..05-22· [game-development]
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Supernauts runs on Unity 4 with a shared C# client/server codebase and a 20‑person studio; the client receives voxel blocks from the server and converts them to renderable meshes using bitmaps packed as bitmasks (shifted/AND/OR across axes plus three face bitmaps), incremental mesh updates and vertex deduping. Smoothness uses a modified Catmull‑Clark without subdivision plus a volume‑preserving push along face normals. Ambient occlusion is computed per‑vertex by projecting nearby faces onto a hemisphere (per‑vertex ambient occlusion via hemisphere projection). Static mesh combining replaces costly dynamic batching; systems are tuned for mobile (iPad) and ship in working form.

AI-written summary · about

  1. 0:00Introduction
  2. 1:10About The Supernauts
  3. 2:16About the team
  4. 3:05About the game
  5. 5:53Technical challenges
  6. 9:58Geometry
  7. 15:04Mesh
  8. 17:04Mesh smoothing
  9. 21:06One problem
  10. 22:19Ambient occlusion
  11. 23:42Ambient occlusion overview
  12. 30:17Extrusion system
  13. 33:14Decoration system
  14. 38:09Questions
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